Abstract
Often, designers and developers of serious games (and virtual simulations in general) strive for high fidelity (realism). However, real-time high-fidelity rendering of complex environments across sensory modalities such as vision, audition, and haptic (sense of touch) is still beyond our computational reach. Previous work has demonstrated that multimodal effects can be considerable, to the extent that a large amount of detail of one sense may be ignored or enhanced by the presence of other sensory inputs. Taking advantage of such multimodal effects, perceptual-based rendering—whereby the rendering parameters are adjusted based on the perceptual system—can be employed to limit computational processing. Motivated by the general lack of emphasis given to the understanding of audio rendering in virtual environments and games, we have started investigating multimodal (audiovisual) interactions within such virtual environments. Our work has shown that sound can directly affect visual fidelity perception and task performance within a virtual environment. These effects can be very individualized, whereby the influence of sound is dependent on various individual factors including musical listening preferences, suggesting the importance of individualizing the virtual environment to each user. This chapter begins with an overview of virtual environments and serious gaming’s open problems, with an emphasis on fidelity, and multimodal interactions, and the implications that these may have on performance and computational requirements. A detailed summary of our own prior work will be provided along with insight and suggestions that may guide designers and developers of serious games and virtual learning environments in general. Although the chapter is contextualized in the use of serious games in health professions education, the information provided is generalizable across a variety of domains.
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Notes
- 1.
A complete discussion of the use of serious gaming and game-based technologies for health professions education is beyond the scope of this chapter. However, an overview of studies published focusing on serious games to teach some aspects of healthcare training is provided by de Ribaupierre et al. (2014) while an overview of serious gaming and virtual simulation and their application for surgical education and training is provided by Kapralos, Moussa, and Dubrowski (2014).
- 2.
Greater details regarding fidelity in general are available elsewhere. For example, Alexander, Brunyé, Sidman, and Weil (2005) provide a review of studies on fidelity, immersion, presence, and the resulting effects on transfer in simulations and games. Greater details regarding the influence of sound over visual rendering and task performance are provided by Hulusic et al. (2012) while an overview of multimodal influences on visual perception is provided by Shams and Kim (2010).
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Acknowledgments
This work was supported in part by the Natural Sciences and Engineering Research Council of Canada (NSERC), the Social Sciences and Humanities Research Council of Canada (SSHRC), Interactive & Multi-Modal Experience Research Syndicate (IMMERSe) initiative, and the Canadian Network of Centres of Excellence (NCE), Graphics, Animation, and New Media (GRAND) initiative.
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Kapralos, B., Moussa, F., Collins, K., Dubrowski, A. (2017). Fidelity and Multimodal Interactions. In: Wouters, P., van Oostendorp, H. (eds) Instructional Techniques to Facilitate Learning and Motivation of Serious Games. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-39298-1_5
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